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Version 1.0.7

Fixed a hang that could occur when trying to deconstruct multiple items, if your triggers directed ItemTrig to deconstruct items that for non-obvious reasons aren't considered deconstructable (e.g. the Forgotten Adventurer's Bow).

Deconstruction now properly "finishes" and logs a success after processing deconstruction of one single item; you should no longer incorrectly see warnings about "interrupting" the queue when leaving the crafting station.

Version 1.0.6

Added two new entry points that will run triggers on items in your bank: "Bank Opened (run on banked items)" and "Crafting Menu Opened (run on banked items)." If you wish to run a trigger on both carried and banked items, then use it on both these entry points and the normal "Bank Opened" and "Crafting Menu Opened" entry points. The intended use case for this is being able to automatically deconstruct banked items.

The "Deposit in Bank" action will now cause a trigger failure and show an error message when attempting to deposit Character Bound items, instead of just failing silently.

Added a "Bound" condition to test whether an item is bound, or to test whether an item is Character Bound, specifically.

Zenimax forcibly disconnects players from the server if their add-ons attempt to deposit more than 99 item stacks in the bank during one bank session. ItemTrig is now aware of this and will attempt to stay 2 stacks below the limit. Note that ItemTrig cannot be aware of what other add-ons are doing, so ItemTrig and other add-ons can still exceed the limit together (this is also the case for laundering items).

Fixed a bug that could cause attempts to enable/disable a top-level trigger to fail.

Added an option to improve logging of trigger failures by "collapsing" certain kinds of trigger failures when they occur more than once. For example, if you have a trigger that tries to deposit ten items into your bank, and your bank is full, you do not need to see ten error messages all telling you that the bank is full. This option will instead display full details on the first such trigger failure, and then (after all triggers for the entry point have finished running) display the number of triggers that experienced the same error. This option is enabled by default.

Added an option to forcibly prevent triggers from destroying items in your bank, even if they run on bank-specific entry points. If the option is enabled, then Destroy actions on a banked item will cause a trigger failure. This does not apply to deconstructing items.

Made various fixes and improvements to ItemTrig's tooltips.

Version 1.0.5

Added a new condition: "Item Type (Detailed)." This condition can be used to check for very specific item categories, such as "Museum Piece."

Added buttons to the trigger editor to duplicate a selected condition or action.

Fixed window sizing for the condition/action editor. Sizing errors could be seen when editing conditions/actions with long values (e.g. a Comment condition with copypasta stuffed into it).

Fixed theming for the condition/action option editor. Previously, explanatory text for some condition/action options didn't theme properly and was always in white print.

The description for the "Covetous Countess" condition should no longer produce an incorrect sentence.

Minor fixes to the "Deconstruct" trigger action: ItemTrig should no longer log both a "success" message and a "failure" message if a deconstruct is attempted and fails; if a deconstruct fails because your inventory is full, then all pending deconstructs will be aborted.

Version 1.0.4

Critical fixes to the "Deconstruct" trigger action; it will no longer fail silently after deconstructing a single item, and it now works on enchanting glyphs.

Fixed the "Pretend Mode" option: triggers will no longer continue to run on an item after pretending to destroy, deconstruct, sell/fence, or deposit it.

ItemTrig is an inventory management add-on that allows you to define custom rules, to automatically perform actions on items in your inventory.

Custom rules come in the form of triggers. Each trigger has entry points, conditions, and actions. The entry point decides when ItemTrig should attempt to test the trigger's conditions; if all of the conditions are met, then the actions will be performed in sequence. This allows you to define flexible rules for handling items as they enter your inventory, or when you open certain services (e.g. crafting stations, merchants).

Here's a basic trigger, to serve as an example:

Name: Deconstruct intricateEntry points: Crafting Menu OpenedConditions:1. The item [is] an [any equippable].2. The item [is] intricate.3. The current crafting station [is appropriate for] this item.4. The player [has not] maxed out their [crafting skill for this item] skill.Actions:1. Deconstruct the item.

If you were to define that trigger and then open the crafting menu, then ItemTrig would attempt to automatically deconstruct any intricate equipment in your inventory -- but only if you haven't already maxed out the relevant item skill!

One word of warning, though: ItemTrig will do exactly what you tell it to, even if that's not what you meant.

How does this compare to Dustman?Dustman is fast and much simpler to set up. It's an excellent mod, and if you're not looking to perform specialized tasks, then it's the mod for you.

ItemTrig is more useful for specialized tasks. You may wish, for example, to destroy low-rarity stolen treasures unless they're useful for the Covetous Countess quest, in which case you might want them laundered instead. You may wish to destroy stolen lockpicks if you already have a full or nearly-full stack of "clean" ones. You may wish to destroy incoming equipment unless it belongs to a specific item set. ItemTrig gives you the building blocks to do any of these (and much more), but you have to assemble those building blocks yourself. The ability to do so is ItemTrig's raison d'être.

You can open the trigger editor via the add-on's options menu, or by entering /itemtrig edit in the chatbox.

ItemTrig has a gallery of built-in triggers. You can import triggers from the gallery, or between characters, by clicking the "Import" button in the main window.

Triggers can only run on items in your backpack. Your equipped gear does not count as being "in your backpack."

When writing your own triggers, consider enabling "Pretend Mode" in the options when you're testing. This feature prevents ItemTrig from taking any action on your inventory, instead announcing the actions it would take. It's a good way to make sure your "destroy these items that I don't care about" trigger doesn't match more than it's meant to!